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D&D Next Playtest: Spells 2012 Wizards 1
Spells
Cleric Spells
Minor Spells (Orisons)
Bless Water
Deaths Door
Detect Magic
Light
Radiant Lance
Level 1 Spells
Bane
Bless
Command
Comprehend Languages
Cure Light Wounds
Divine Favor
Healing Word
Inflict Light Wounds
Protection from Evil
Sanctuary
Shield of Faith
Spiritual Hammer
Turn Undead
Level 2 Spells
Augury
Consecrate
Cure Moderate Wounds
Gentle Repose
Hold Person
Inflict Moderate Wounds
Resistance
Silence
Level 3 Spells
Aid
Create Food and Water
Cure Serious Wounds
Dispel Magic
Inflict Serious Wounds
Prayer
Remove Affliction
Speak with Dead
Wizard Spells
Minor Spells (Cantrips)
Detect Magic
Ghost Sound
Light
Mage Hand
Magic Missile
Ray of Frost
Shocking Grasp
Level 1 Spells
Alarm
Burning Hands
Cause Fear
Charm Person
Comprehend Languages
Feather Fall
Grease
Ray of Enfeeblement
Shield
Sleep
Thunder Wave
Level 2 Spells
Arc Lightning
Continual Light
Counterspell
Flaming Sphere
Gentle Repose
Ghoul Touch
Hold Person
Melfs Acid Arrow
Mirror Image
Resistance
Rope Trick
Sunburst
Web
Level 3 Spells
Dispel Magic
Fireball
Lightning Bolt
Stinking Cloud
Suggestion
Vampiric Touch

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Spell Descriptions
The spells are presented in alphabetical order.
Aid
3rd-level enchantment

The gods answer your call for aid with a newfound
boldness to stand fast in the face of danger.
Effect: Choose up to three creatures within 10
feet of you, and roll a d8. For the next minute, the
first time each of those creatures takes damage,
reduce the damage by the amount you rolled.
Alarm
1st-level abjuration

Warding an area with an alarm spell gives you a
mental or audible warning when an intruder
draws near.
Requirement: You must cast the spell using a
small silver bell as a focus, worth no less than 1 gp.
Effect: You ward an area no larger than a 20-
foot-radius sphere centered on yourself. The spell
alerts you with an audible or mental alarm of your
choice when a creature enters the area, but only if
that creature is at least Tiny and is not ethereal.
You can also choose a password that, when spoken
aloud, lets a creature enter the area without
triggering the spell. The area remains warded for 8
hours.
If you chose a mental alarm, you experience a
mental alert that immediately wakes you from
nonmagical sleep. If you chose an audible alarm,
the spell sounds a loud ringing that lasts for 1
round and automatically wakes any creatures
sleeping nonmagically within 60 feet of the
warded areas center.
Ritual: You can cast this spell as a ritual by
spending at least 10 minutes preparing additional
material components that include chalk, extra
bells, and a silver cord, all worth no less than 25
gp.
Arc Lightning
2nd-level evocation

Crimson lightning leaps from your outstretched
hand to strike a target, and then arcs toward a
second target.
Effect: Choose a creature within 100 feet of you.
That creature makes a Dexterity saving throw. It
takes 5d6 lightning damage on a failed save, and
half as much damage on a successful one.
Then choose a creature within 20 feet of the first
creature. The second creature makes a Dexterity
saving throw. It takes 2d6 lightning damage on a
failed save, and no damage on a successful one. If
there is no creature within 20 feet of the first
creature, the lightning harmlessly strikes the
ground.
Augury
2nd-level divination

Casting gem-inlaid sticks, dragon bones, or some
other divining tool, you consult the spirits to learn
whether an effort in the immediate future will be
for the benefit of, or harmful to, you and your
companions.
Requirement: You must have marked sticks,
bones, or similar tokens worth at least 25 gp to cast
this spell. You then throw them and spend at least
1 minute consulting them to discern their
meaning.
Effect: Describe a possible course of action. You
receive one of the following omens:
Weal: The action will probably bring good
results.
Woe: The action will probably bring bad results.
Weal and Woe: The action will probably bring
both good and bad results.
Nothing: The action is not likely to or will not
bring good or bad results.
The spell can look no further than 30 minutes
ahead and assesses the results based on the
described action. The spell does not identify any
contributing circumstances that might change the
outcome, such as the casting of additional spells,
the loss or gain of a companion, and so on.
This spell contacts otherworldly entities for
answers. The first time you cast it, you can receive
a reliable answer based on the quality of your
description. Further queries in a single day can
provide false readings. Each time you cast this spell
in the same day after the first, there is a 20 percent
chance (15 on a d20 roll) that you will get a false
reading. The DM makes this roll in secret.
Ritual: You can cast this spell as a ritual by
spending at least 10 minutes preparing additional
material components worth no less than 25 gp.

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Bane
1st-level enchantment

You fill your enemies with fear and doubt until
they tremble, certain their doom is at hand.
Effect: Choose any number of creatures in a 20-
foot-radius sphere within 50 feet of you. Each of
those creatures takes a 1 penalty to attack rolls for
1 minute.
Creatures with a hit point maximum of 40 or
more are immune to this spell.
Battle Psalm
2nd-level enchantment

You sing the praises of your deity. Each ringing
note of your battle psalm awakens new resolve in
those who fight by your side, reminding them of
the purpose that drew them to battle and the
stakes should they fail.
Effect: Choose any number of creatures within
50 feet of you that can hear you. For 1 minute or
until you cast another spell, when any of those
creatures hits with a melee attack, the attack deals
3 extra holy damage.
When you cast this spell, you can make an attack
or cast one of your minor spells as part of the same
action.
Bless
1st-level enchantment

You bestow your blessing on your companions,
giving them the heart to face their present trial.
Effect: Choose any number of creatures in a 20-
foot-radius sphere within 50 feet of you. Each of
those creatures gains a +1 bonus to attack rolls for
1 minute.
Bless Water
Minor transmutation

Holy water plays an important part in religious
ceremonies and is a common ingredient for spells
that clerics and some paladins cast. Even when not
used in those ways, holy water burns fiends and
undead as if it were acid.
Requirement: You must light incense worth no
less than 25 gp before you can cast this spell. The
incense is expended in the spells casting.
Effect: You touch a container holding no more
than 1 pint of water and cause it to become holy
water.
Ritual: You can cast this spell as a ritual by
spending at least 10 minutes praying and
preparing additional material components,
including a silver cord, worth no less than 25 gp.
Burning Hands
1st-level evocation

As you hold your hands with your thumbs touching
and fingers spread, a thin sheet of flames shoots
forth from your outstretched fingertips.
Effect: Each creature in a 15-foot cone
originating from you makes a Dexterity saving
throw. A creature takes 4d4 fire damage on a
failed save, and half as much damage on a
successful one.
The spell ignites unattended flammable objects
in the area.
Cause Fear
1st-level necromancy

To everyone but the creature you choose to target,
your eyes glow a moment with pale green light. To
your target, your visage seems to undergo a
horrifying alteration, becoming a supernatural
image of dread made manifest.
Effect: Choose any number of creatures within
20 feet of you. Each of those creatures must
succeed on a Wisdom saving throw or be
frightened for 1 minute. While a creature is
frightened by this spell, it must use the move on its
turn to move away from you. If an affected
creature takes damage, it is no longer frightened.
Charm Person
1st-level enchantment

This spell twists a creatures mind so that it sees
you in the best possible light in the present
circumstances. A hostile creature, for example,
might not see you as a threat, while a bored
shopkeeper might suddenly regard you with the
trust of an old friend.
Effect: Choose a living humanoid within 50 feet
of you. If the targets hit point maximum is 25 or
more, it makes a Wisdom saving throw. If it fails
the saving throw or has a hit point maximum less
than 25, it is charmed for 1 hour or until you or
any of your companions harm it.
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A creature charmed by this spell remembers
being charmed.
Command
1st-level enchantment

You channel supernatural authority so that you
can compel a creature into obedience. The
creature acts without thinking, doing what you
command to the best of its ability.
Effect: Choose a living creature within 50 feet of
you that can hear you. You speak a one-word
command to it. If the targets hit point maximum is
30 or more, it makes a Wisdom saving throw. If
the creature fails the saving throw or has a hit
point maximum less than 30, it spends its next
turn doing as it was commanded.
Some typical commands and their effects follow.
You might issue a command other than one of the
ones described here. If you do so, the DM
determines how the target behaves. If the target is
prevented from following the command, the spell
ends.
Approach: The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop: The target drops whatever it is holding and
then ends its turn.
Flee: The target spends its turn moving away
from you by the fastest available means.
Grovel: The target falls prone and grovels for its
entire turn.
Halt: The target does not move and takes no
actions. A flying creature stays aloft, provided it is
able to do so.
Comprehend Languages
1st-level divination

The world is home to countless languages and
dialects, tongues that are beyond counting and
whose meaning is lost on even the most erudite
scholars. Comprehend languages makes the
incomprehensible comprehensible.
Effect: For 1 hour, you understand the literal
meaning of spoken language you hear and of
written language as long as you are touching the
surface on which the words are written. It takes
about 1 minute to read one page of text (about 250
words).
This spell does not decipher codes or reveal
messages concealed in otherwise normal text.
Certain magical wards might foil this spell by
concealing text, trapping it, or making the text
nonsensical.
Ritual: You can cast this spell as a ritual by
spending at least 10 minutes preparing additional
material components worth no less than 25 gp.
Consecrate
2nd-level abjuration

You sprinkle silver dust and holy water over an
area, infusing it with sacred magic. Undead and
fiends find the magic painful and thus avoid
entering consecrated areas.
Requirement: You need a vial of holy water to
cast this spell. The holy water is expended in the
spells casting.
Effect: You touch the ground or a fixed object
and create a 20-foot-radius sphere centered there.
For 8 hours, undead cannot be created in that
area. Undead and fiends that enter the area or start
their turns there take 1d10 holy damage (a
creature can take this damage only once per turn).
If the affected area contains an altar, shrine, or
permanent fixture dedicated to your deity or
pantheon, the damage increases to 2d10.
Ritual: You can cast this spell as a ritual by
spending at least 1 hour praying and preparing
additional material components, including 5
pounds of powdered silver worth no less than 25
gp.
Continual Light
2nd-level evocation

Although more expensive to cast than purchasing a
torch or a lantern, continual light offers a lasting
light source that shines in any environment,
including underwater. Many casters place continual
light on coins and other small objects so that, when
they need to, they can drop such an item into a
pouch and contain its illumination.
Requirement: You must sprinkle ruby dust
worth no less than 50 gp on an object that will
carry the light. The ruby dust is expended in the
spells casting.
Effect: You touch an object and cause it to shed
bright light in a 20-foot-radius sphere and shadows
in a 40-foot-radius sphere. The light may be
colored as you choose. It lasts until the object
bearing the light is destroyed.

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Counterspell
2nd-level abjuration

You create a directed inversion of a spell being
cast, negating its effects before they can come into
existence.
Requirement: You can cast this spell only as a
reaction in response to a creature casting a spell
within 50 feet of you.
Effect: Choose a spell that is being cast. If it is a
1st-level spell, it has no effect. If it is a 2nd- or 3rd-
level spell, you engage in a contest with the caster,
opposing your magic ability check against the
casters. If you win, the casters spell has no effect.
If that spell is 4th level or higher, this spell fails but
is not expended.
On your next turn, you cannot take an action.
Create Food and Water
3rd-level conjuration

Your prayers create nourishing food and clean
water to sustain you and your companions.
Effect: You create food and water in sufficient
quantities to sustain up to ten humanoids or five
steeds for 1 day. The food is bland but nourishing,
and spoils if uneaten after a day. The water is clean
and does not go bad.
Ritual: You can cast this spell as a ritual by
spending at least 10 minutes praying and
preparing additional material components that
include a silver spoon worth no less than 1 gp.
Crusaders Strike
1st-level evocation

Your prayer evokes the fury of your patron deity
and binds it to the weapon you wield. Each time
you strike with this weapon, the ground quakes
and the air shudders around your foe, as your gods
wrath finds release.
Effect: Make a melee weapon attack against a
creature within your reach. The attack deals 2d6
extra holy damage on a hit and 1d6 extra holy
damage on a miss. An evil caster may deal unholy
damage instead.
Cure Light Wounds
1st-level conjuration

You channel divine energy into an injured
creature to mend wounds and ease suffering.
Effect: You touch a living creature. It regains
1d8 + 4 hit points.
Cure Moderate Wounds
2nd-level conjuration

Channeling divine energy through your touch
restores health and vitality.
Effect: You touch a living creature. It regains
2d8 + 4 hit points.
Cure Serious Wounds
3rd-level conjuration

Healing energy flows through your touch and can
close and mend the most serious wounds.
Effect: You touch a living creature. It regains
4d8 + 4 hit points.
Daylight
3rd-level evocation

The object you touch becomes like the sun, filling
the air with brilliant light. Covering the object with
a solid object, such as a bowl or a helm, blocks the
glow.
Effect: You touch an object. For 1 hour, it sheds
bright light in a 120-foot-radius sphere and
shadows in a 240-foot-radius sphere.
This spell counters and dispels any spells of its
level or lower that create darkness or reduce lights
intensity.
Deaths Door
Minor abjuration

The rune that deaths door creates on a creatures
body prevents that creature from slipping closer to
the grave.
Effect: You touch a dying creature. It is
stabilized.
Detect Magic
Minor divination

Upon casting detect magic, you immediately
perceive any objects, areas, or creatures affected or
created by magic as having a flickering aura.
Studying the auras can give you clues to the nature
of the magic.
Effect: You detect the presence of any magic in
a 30-foot cone originating from you. You can
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ignore the presence of magic that you are already
aware of. If the magic you sense belongs to a school
of magic, you learn what that school is.
This spell does not reveal invisible creatures or
magic that conceals spells, objects, or creatures.
Dispel Magic
3rd-level abjuration

This spell can unravel and suppress magic effects
from a variety of sources. Whether confronted by a
blazing wall of fire or a fiend summoned from the
deepest pits of the Nine Hells, you can use dispel
magic to dismantle and destroy almost any magical
effect.
Effect: Choose one creature, object, or spell
effect within 100 feet of you.
Any spell effect of 2nd level or lower on the
target ends. For each spell effect of a higher level
on the target, make a check using your magic
ability modifier. The DC equals 10 + the spells
level. On a successful check, the spell effect ends.
This spell does not affect magic items.
Divine Favor
1st-level evocation

Your divine patron answers your prayer and places
a spiritual hand upon your soul as a mark of favor.
For as long as this blessing remains, you strike with
greater might and are better able to complete tasks
and escape danger.
Effect: You gain a +2 bonus to checks and attack
rolls for 1 minute.
When you cast this spell, you can make an attack
or cast one of your minor spells as part of the same
action.
Feather Fall
1st-level transmutation

You can turn a plunging free fall into a gentle
descent.
Requirement: You can cast this spell only as a
reaction when you or a creature within 50 feet of
you falls.
Effect: The falling creatures rate of descent
slows to 10 feet per round. The spell ends when
the creature lands or has fallen 1,000 feet. If it
lands before the spell ends, it takes no falling
damage.
Fireball
3rd-level evocation

You hurl a spinning ball of fire with a pea-sized
point of flame bright as the sun at its center. The
ball streaks to its target and detonates with an
explosion of flame and a low roar.
Effect: Choose a point within 50 feet of you.
Each creature in a 20-foot-radius cloud centered
on that point makes a Dexterity saving throw. A
creature takes 5d6 fire damage on a failed save,
and half as much damage on a successful one.
The spell ignites unattended flammable objects
and damages objects in the area.
Flaming Sphere
2nd-level evocation

You call into existence a burning globe of fire.
Once it gets rolling, the flaming sphere obeys your
will, spinning and bouncing to reach creatures and
obstacles.
Effect: Choose a point within 100 feet of you. A
5-foot-diameter flaming sphere appears there.
Each creature within 5 feet of the sphere when it
appears makes a Dexterity saving throw. A
creature takes 4d6 fire damage on a failed save,
and half as much damage on a successful one.
The flaming sphere lasts for 1 minute. When you
take an action on your turn, you can also move the
sphere up to 30 feet in any direction. If the sphere
touches a creature, the sphere stops moving, and
the creature makes a Dexterity saving throw. That
creature takes 2d6 fire damage on a failed save,
and half as much damage on a successful one.
The flaming sphere can roll over barriers less
than 4 feet tall, such as furniture and low walls. It
ignites unattended flammable objects it touches,
and it sheds bright light in a 50-foot-radius sphere.
The flaming sphere dissipates if it moves more
than 100 feet from you.
Ghost Sound
Minor illusion

You can create a sound as quiet as a ghostly
whisper or as loud as someone screaming in terror.
Effect: You create a sound within 100 feet of
you. The sound lasts until your next turn. You can
produce as much noise as about a dozen humans
talking normally or one human screaming loudly.
You determine whether the sound rises, falls,
recedes, approaches, or remains in a fixed place
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D&D Next Playtest: Spells 2012 Wizards 7
while it lasts, and whether it changes character.
You can use this spell to produce intelligible
speech.
Gentle Repose
2nd-level necromancy

You sprinkle salt over a corpse or mortal remains
and, if the deceased has eyes, place a copper coin
over each as you speak the incantation. Your magic
preserves the dead against rot, corruption, and
necromantic animation.
Effect: You touch a dead creature. Its remains
do not decay for 10 days, and it cannot be turned
into an undead creature during that time.
This spell also extends the time limit on raising
creatures from the dead so that the days under the
spells influence do not count against the time
limit.
Ghoul Touch
2nd-level necromancy

A flickering corona of sickly green light envelops
your hands. Even a grazing touch from you can
paralyze a creature.
Effect: Make a magical attack against a living
creature within your reach. If you hit, the targets
speed is reduced to 0 for 1 minute. If the targets
hit point maximum is less than 40, it is instead
paralyzed for 1 minute. As an action, a creature
affected by this spell can make a Constitution
check against your spell save DC to end the spells
effect.
On a miss, your hand retains this spells magic,
and you can attempt additional attacks with your
ghoul touch on later turns, until you make a
successful attack or until 1 minute passes.
If you choose, a creature paralyzed by this spell
exudes a carrion stench in a 10-foot-radius cloud
while the paralysis lasts. Living creatures other
than you in the cloud have disadvantage on checks.
Grease
1st-level conjuration

You conjure an oily slick that you can use to slow
approaching foes, evade pursuit, or help escape
from restraints.
Effect: Choose a 10-foot-radius sphere area, an
object, or a creature within 100 feet of you.
If you cast the spell on an area, grease covers
every surface in the area. Each creature in the area
must succeed on a Dexterity saving throw or fall
prone. For 1 minute, any creature that enters the
area or begins a move there makes a Dexterity
saving throw. If it fails, it falls prone and loses the
rest of its move.
If you cast the spell on an object, such as a rope,
a ladder, or a weapon, it becomes slippery for 1
minute. A creature that attempts to use the object
makes a Dexterity saving throw. If it fails, the
creature loses its grip on the object.
If you cast the spell on a creature, for the next
minute that creature has advantage on checks
made to escape restraints or a grab or to squeeze
through a tight space.
Healing Word
1st-level conjuration

You whisper a brief word of healing for a creature
in need. As a shimmering light dapples the
creatures wounds, you launch into action.
Effect: Choose a creature within 50 feet of you
that can hear you. The creature regains 1d6 hit
points.
When you cast this spell, you can make an attack
or cast one of your minor spells as part of the same
action.
Hold Person
2nd-level enchantment

Focusing on a small, straight piece of iron, you
draw forth its properties and impose them on a
creature you can see. Until the creature breaks
free, it becomes like the iron, stiff and inert, frozen
in place.
Effect: Choose a living humanoid within 100
feet of you that you can see. Its speed drops to 0 for
1 minute. If the targets hit point maximum is less
than 50, it must succeed on a Wisdom saving
throw or be paralyzed for 1 minute. As an action, a
creature affected by this spell can make a Wisdom
check against your spell save DC to end the
paralysis.
Inflict Light Wounds
1st-level necromancy

Necromantic power wreathes your hand so that
even a grazing touch can cause wounds to appear
all over your foes body.
Effect: Make a magical attack against a living
creature within your reach. The target takes 3d8
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D&D Next Playtest: Spells 2012 Wizards 8
necrotic damage on a hit, and half as much
damage on a miss.
If you target an undead creature, it instead
regains 1d8 + 4 hit points.
Inflict Moderate Wounds
2nd-level necromancy

The dark magic fueling this spell can inflict major
injuries on the creature you touch.
Effect: Make a magical attack against a living
creature within your reach. The target takes 5d8
necrotic damage on a hit, and half as much
damage on a miss.
If you target an undead creature, it instead
regains 2d8 + 4 hit points.
Inflict Serious Wounds
3rd-level necromancy

You touch a creature and cause grievous injuries to
appear on its body.
Effect: Make a magical attack against a living
creature within your reach. The target takes 8d8
necrotic damage on a hit, and half as much
damage on a miss.
If you target an undead creature, it instead
regains 4d8 + 4 hit points.
Light
Minor evocation

You cause an object you touch to shine with light
for a time.
Effect: You touch an object. It sheds bright light
in a 20-foot-radius sphere and shadows in a 40-
foot-radius sphere. The light may be colored as you
choose. The light lasts for 1 hour or until you cast
this spell again.
Lightning Bolt
3rd-level evocation

You release a crackling stroke of lightning that
leaves a thunderclap and eye-searing afterimages
in its wake.
Effect: A line of lightning 120 feet long and 5
feet wide emanates from you in a direction you
choose. Each creature in the line makes a
Dexterity saving throw. A creature takes 6d6
lightning damage on a failed save, and half as
much damage on a successful one.
This spell damages unattended objects in the
line and sets fire to any of those objects that are
flammable.
Mage Hand
Minor conjuration

The spectral hand you create with mage hand can
manipulate objects, open doors, and carry small
items for you. Many wizards use mage hand to
retrieve components from their pouches while
keeping their hands free.
Effect: A spectral, floating hand appears at a
point you choose within 50 feet of you. The hand
remains for 1 minute or until you cast this spell
again. The hand vanishes if it is ever more than 50
feet away from you.
While the hand is present, you can control it as
an action. You can use the hand to manipulate an
object, open a door or a container, stow or retrieve
an item from an open container, or pour the
contents from a vial. You can move the hand up to
30 feet each time you use it.
The hand cannot attack, use magic items, or
carry more than 10 pounds.
Magic Missile
Minor evocation

A spell made famous by wizards for its reliability,
magic missile unerringly strikes its target.
Effect: Choose a creature within 100 feet of you.
The target takes 1d4 + 1 force damage.
Melfs Acid Arrow
2nd-level evocation

A shimmering arrow of green, glowing liquid
streaks to your target and bursts in a spray of
sizzling acid.
Effect: Make a magical attack against one
creature within 100 feet of you. On a hit, the target
takes 4d8 acid damage now and 2d8 acid damage
at the end of its next turn. On a miss, it takes 2d8
acid damage.
Mirror Image
2nd-level illusion

Two illusory duplicates step out of your body and
take positions around you. When you move, the
duplicates move with you, merging with and
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splitting from you to confuse your enemies about
which one of you is the real one.
Effect: Two illusory duplicates of yourself
appear in your space. The duplicates move with
you and last for 1 minute.
Each time a hostile creature targets you with an
attack or a spell while a duplicate remains, that
creature randomly determines whether it targets
you or one of the duplicates. If you have two
duplicates, the creature targets a duplicate if it rolls
14 on a d6. If you have one duplicate, the
creature targets a duplicate if it rolls 13 on a d6.
A duplicate has your Armor Class and uses your
saving throws. If an attack hits the duplicate, or if
the duplicate fails a saving throw against a
damaging effect, the duplicate disappears.
A creature is unaffected by this spell if it cant
see or if it relies on senses other than sight, such as
blindsight or tremorsense.
Prayer
3rd-level conjuration

You beseech the gods for special favor to aid
yourself and your allies in your present trial, while
bringing disfavor to your foes.
Effect: Choose any number of creatures within
20 feet of you. For 1 minute, each creature gains a
+2 bonus to AC and saving throws, provided it is
not under the effect of bless.
Protection from Evil
1st-level abjuration

Carrying incense as you trace a circle in holy water
around a creature, you ward your subject against
evil spirits and influences, safeguarding it from any
wickedness that would stain the soul or injure the
flesh.
Requirement: You must have holy water and
incense, both of which are expended in the spells
casting.
Effect: You touch a creature. For 1 minute, that
creature has unholy resistance, has advantage on
saving throws against effects created by fiends and
undead, and cannot be charmed or frightened by
such creatures.
Radiant Lance
Minor evocation

Your devotion reveals itself as a beam of light that
shines from your holy symbol or weapon to burn a
path through your foes.
Effect: Make a magical attack against one
creature within 50 feet of you. On a hit, the target
takes 1d8 + 4 radiant damage.
Ray of Enfeeblement
1st-level necromancy

You aim a coruscating ray at a nearby creature.
Swirling green mist streams from the flesh of the
affected creature, carrying away its strength.
Effect: Make a magical attack against one
creature within 50 feet of you. On a hit, the target
takes 4d6 necrotic damage, and if its hit point
maximum is less than 25, the damage of its melee
attacks is minimized for 1 minute. On a miss, the
target takes 2d6 necrotic damage.
Ray of Frost
Minor evocation

You fire a pale beam of blue-white energy that
chills your enemy to the bone.
Effect: Make a magical attack against one
creature within 100 feet of you. On a hit, the target
takes 1d6 + 3 cold damage, and its speed drops by
10 feet until the end of your next turn.
Remove Affliction
3rd-level conjuration

You bestow miraculous healing on the afflicted.
You enable the blind to see, the deaf to hear, the
sick to become healthy, and the lame to walk
again.
Effect: You touch a living creature. Choose a
disease or one of the following conditions affecting
that creature: blinded, deafened, intoxicated,
paralyzed, or stunned. That disease or condition
ends on the creature.
Ritual: You can cast this spell as a ritual by
spending at least 10 minutes preparing additional
material components worth no less than 50 gp.

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Resistance
2nd-level abjuration

The rune you inscribe on your target represents
one of the fundamental forms of elemental energy.
So long as the symbol remains, your target can
resist this deadly force.
Effect: You touch a willing creature and choose
a damage type: acid, cold, fire, lightning, or
thunder. The creature gains resistance against that
damage type for 1 hour.
Ritual: You can cast this spell as a ritual by
spending at least 10 minutes preparing additional
material components worth no less than 25 gp.
Righteous Brand
3rd-level evocation

You imbue your weapon with divine power so that
it shines with supernatural light. When you strike a
foe with this weapon, you leave behind a gleaming
rune that flares painfully whenever you strike that
enemy again.
Effect: You imbue a melee weapon you are
holding with magic and make a melee attack with
it. The first time you hit a creature with that
weapon within the next minute, the creature takes
2d6 extra holy or unholy damage (your choice).
For 1 minute thereafter, the creature takes this
extra damage again the first time you hit it on each
of your turns.
Rope Trick
2nd-level transmutation

You ensorcel a length of rope so that one end rises
into the air to a point you choose. The ropes upper
end leads into an invisible extradimensional space,
where the rope is actually affixed. The space can
serve as a refuge for several creatures.
Requirement: You must have a length of rope
no more than 50 feet long to cast this spell.
Effect: You create an invisible entrance within
50 feet of you that leads to an extradimensional
space. The entrance lasts for 1 hour. The entrance
is marked by a rope that dangles beneath it, which
seems to be fixed in empty air. The
extradimensional space can be reached by
creatures that climb up the rope all the way to the
top, at which point they enter the space. The space
holds as many as eight Medium or smaller
creatures. A creature in the space can pull the rope
up into the space, making the rope disappear.
Creatures in the extradimensional space are on
another plane. Attacks and spells cannot cross
through the entrance to the space, but those in the
space can see out of it as if through a 3-foot-by-5-
foot window centered on the rope.
Anything inside the extradimensional space
drops out when the spell ends.
Sanctuary
1st-level abjuration

Clerics sometimes cast sanctuary on themselves to
move to injured allies or to cast more challenging
spells without the risk of interference from their
opponents. The spell is also useful for keeping an
important individual safe while the battle rages to
all sides.
Effect: You touch a willing creature. For 1
minute, any creature that attacks it must first make
a Wisdom saving throw. If it fails, it must choose a
new target for its attack or lose its action. If it
succeeds, it can attack and is no longer subject to
this spells effects.
If the touched creature makes an attack or casts
a spell that can deal damage, this spell ends.
Searing Light
1st-level evocation

Focusing holy power like a ray of the sun, you
project a blast of light from your open palm.
Effect: Make a magical attack against a creature
within 100 feet of you. The target takes 3d8
radiant damage on a hit, and half as much damage
on a miss. The damage increases to 3d12 damage
against an undead creature.
Shield
1st-level conjuration

You create an invisible, mobile disk of force that
hovers near you to intercept attacks.
Effect: For 10 minutes, you have half cover and
take no damage from magic missile.
Shield of Faith
1st-level abjuration

You call out a prayer to protect an imperiled ally. A
shimmering field surrounds and shields your
target, helping to deflect attacks.
Effect: Choose a creature within 50 feet of you.
That creature has half cover for 1 minute.
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Shocking Grasp
Minor evocation

Lightning wreathes your hand and delivers a brutal
shock to the creature you touch.
Effect: Make a magical attack against a creature
within 5 feet of you. On a hit, the target takes 1d8
+ 4 lightning damage and cant take reactions until
its next turn.
Silence
2nd-level illusion

Upon completion of this spell, all sound is stopped
in an area. No noise whatsoever issues from, passes
through, or enters. Within the magical silence,
spellcasters who depend on speaking to cast their
spells are ineffective.
Effect: Choose a point you can see within 100
feet of you. For 10 minutes, no sound can be
created within a 20-foot-radius sphere centered on
that point. Creatures within the area are deafened.
Ritual: You can cast this spell as a ritual by
spending at least 10 minutes preparing additional
material components worth no less than 5 gp.
Sleep
1st-level enchantment

The fine sand you fling into the air sparkles when
this spells magic takes hold. Creatures touched by
the scintillating granules grow drowsy and might
fall asleep.
Effect: Choose a point that you can see within
100 feet of you and roll 3d8. The total is how many
hit points worth of creatures this spell can affect
within 20 feet of the point you chose.
Starting with the creature that has the lowest
current hit points, each creature affected by this
spell falls unconscious for 1 minute or until it takes
damage or someone uses an action to shake or slap
the sleeper awake. Subtract each creatures hit
points from the total before moving on to the
creature with the next lowest hit points. A
creatures hit points must be no more than the
remaining total for that creature to be affected.
Speak with Dead
3rd-level necromancy

The rotting remains twitch and stir when the spirit
you called returns to the corpse. For as long as
your magic holds the spirit to its body, it must
answer the questions you put to it.
Requirement: You can cast this spell only on a
mostly intact dead creature that has not been
turned into an undead creature and that has not
been the target of a speak with dead spell within the
last 10 days.
Effect: You touch a creatures corpse. For 10
minutes, you can ask the corpse up to five
questions. The corpse knows only what it knew in
life. Answers are usually brief, cryptic, or
repetitive. This spell does not return the creatures
soul to its bodyonly its animating spirit. Thus, the
corpse cannot learn new information, does not
comprehend anything that has happened since it
died, including questions put to it by this spell, nor
can it speculate about future events.
Ritual: You can cast this spell as a ritual if you
spend 10 minutes preparing the corpse to receive
the spirit, a process involving prayer, incense
burning, and the painting of sigils with blessed oils
on the body, all worth no less than 25 gp.
Spiritual Hammer
1st-level evocation

Calling out for aid from your divine patron, you
evoke magical force in the shape of a glowing
hammer that smashes your foes.
Effect: You create a floating, spectral hammer
within 50 feet of you that lasts for 1 minute. Make
a magical attack against a creature within 5 feet of
the hammer. On a hit, the target takes 1d8 force
damage. This attack is not subject to spell
disruption.
Once during each of your turns, when you take
an action, you can also move the hammer up to 20
feet and repeat the attack against a creature within
5 feet of it.
Stinking Cloud
3rd-level conjuration

A billowing mass of dense, yellow vapors writhes
into being, smothering the area you choose in a
poisonous cloud.
Effect: You create a 20-foot-radius cloud of
poisonous gas centered on a point you can see
within 100 feet of you. The clouds area is lightly
obscured, and it lasts for 10 minutes.
Each creature within the cloud when it appears
or that starts its turn in the cloud makes a
Constitution saving throw. A creature takes 2d10
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poison damage on a failed save, and half as much
damage on a successful one.
A wind of 11 miles per hour or more disperses
the cloud after 4 rounds. A wind of 21 miles per
hour or more disperses the cloud after 1 round.
Suggestion
3rd-level enchantment

You weave a spell of enchantment with your
words. If you choose those words wisely, your
suggestion sounds like the most reasonable thing
in the world to the target of your spell.
Effect: Choose a living creature within 50 feet of
you that can hear and understand you. If the
creatures hit point maximum is 50 or less, the
creature is charmed for 1 minute and makes a
Wisdom saving throw. If it fails, you choose an
action for it to take and how it will move on its next
turn. On its next turn, it does as you suggested.
Sunburst
2nd-level evocation

This spell causes a globe of searing heat and
radiance to explode silently.
Effect: You create a 10-foot-radius sphere of
bright light centered on a point you can see within
50 feet of you. The sphere lasts until the end of
your next turn.
Each creature within the sphere when it appears
or that enters the sphere for the first time makes a
Constitution saving throw. If it fails, it takes 1d8
radiant damage and is blinded until your next turn
ends. If it succeeds, it takes half as much damage
and is not blinded.
For 1 minute, bright light shines from the spells
point of origin in a 20-foot-radius sphere, and it
casts shadows in a 40-foot-radius sphere.
Thunder Wave
1st-level evocation

You evoke a whip-crack of thunder that rattles the
bones of affected creatures and knocks them
stumbling back.
Effect: Each creature in a 15-foot cone
originating from you makes a Dexterity saving
throw. If it fails, it takes 2d6 thunder damage and
is pushed 15 feet away from you. If it succeeds, it
takes half as much damage and is not pushed.
Turn Undead
1st-level necromancy

Forcefully presenting your holy symbol and a firm
denunciation causes undead who hear you to fall
back, recoiling in horror from your presence.
Requirement: You must have a holy symbol to
cast this spell.
Effect: Each undead creature within 20 feet of
you that can see or hear you makes a Wisdom
saving throw, unless its hit point maximum is
greater than 25. On a failed save, the creature
cannot attack, cast spells, or willingly move closer
to you until the end of your next turn or until it is
attacked. While one or more creatures are under
this effect, you can use your action to extend the
spells effects for another round.
If you move within 5 feet of a creature under this
spells effect, the creature must move at least 5 feet
away from you during its next turn. If theres no
safe place for the creature to move when you
approach, it cannot move at all.
Vampiric Touch
3rd-level necromancy

Ribbons of twisting darkness wrap your hands in
hungry power. With a touch, you can suck the life
from another creature.
Effect: Make a magical attack against a living
creature within 5 feet of you. On a hit, it takes 2d6
necrotic damage and you regain half as many hit
points. Undead hit by this spell instead regain 4d6
+ 4 hit points.
For 1 minute, you may use your action to repeat
this attack.
Web
2nd-level conjuration

You conjure a mass of thick webbing that chokes a
corridor, a chamber, a small grove of trees, or
anyplace where the web can be anchored.
Creatures in the area are stuck fast.
Effect: Choose a point you can see within 50
feet of you. A 20-foot-radius cloud centered on that
point fills with sticky webs. If the webs are not
anchored between two solid masses or layered
across a floor, wall, or ceiling, the conjured web
collapses on itself and disappears on your next
turn. Webs layered over a flat surface have a depth
of 5 feet.
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D&D Next Playtest: Spells 2012 Wizards 13
Each creature that starts its turn within the webs
or that enters the webs makes a Dexterity saving
throw. On a failed save, the creature is restrained
as long as it remains in the webs.
A creature restrained by the webs can use its
action to make a Strength check against your spell
save DC. If it succeeds, it is no longer restrained.
The webs lightly obscure any creature caught in
them.
The webs strands are flammable. Once lit, webs
burn away at the rate of one 5-foot cube per round.
Any creature that starts its turn in the burning
webs takes 2d4 fire damage.
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